/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionComponent.h
GeometryCollectionComponent
class UGeometryCollectionComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent), public [IChaosNotifyHandlerInterface](API\Runtime\ChaosSolverEngine\Chaos\IChaosNotifyHandlerInterface)
FName
AbandonedCollisionProfileName
Whether abandoned particles on the client should continue to have collision (i.e. still be in the external/internal acceleration structure).
bool
bAllowRemovalOnBreak
Allow removal on break for the instance if the rest collection has it enabled
bool
bAllowRemovalOnSleep
Allow removal on sleep for the instance if the rest collection has it enabled
int32
BaseRigidBodyIndex
bool
bCrumblingEventIncludesChildren
If this and bNotifyCrumblings are true, the crumbling events will contain released children indices.
bool
bEnableAbandonAfterLevel
Enables use of ReplicationAbandonAfterLevel to stop providing network updates to clients when the updated particle is of a level higher then specified.
bool
bEnableDamageFromCollision
Whether or not collisions against this geometry collection will apply strain which could cause the geometry collection to fracture.
bool
bEnableReplication
Per-instance override to enable/disable replication for the geometry collection
bool
bEnableRunTimeDataCollection
bool
bForceMotionBlur
If ForceMotionBlur is on, motion blur will always be active, even if the GeometryCollection is at rest.
bool
bGlobalCrumblingEventIncludesChildren
If this and bNotifyGlobalCrumblings are true, the crumbling events will contain released children indices.
bool
bNotifyBreaks
If true, this component will generate breaking events that other systems may subscribe to.
bool
bNotifyCollisions
If true, this component will generate collision events that other systems may subscribe to.
bool
bNotifyCrumblings
If true, this component will generate crumbling events that other systems may subscribe to.
bool
bNotifyGlobalBreaks
If true, this component will generate breaking events that will be listened by the global event relay.
bool
bNotifyGlobalCollisions
If true, this component will generate collision events that will be listened by the global event relay.
bool
bNotifyGlobalCrumblings
If true, this component will generate crumbling events that will be listened by the global event relay.
bool
bNotifyGlobalRemovals
If true, this component will generate removal events that will be listened by the global event relay.
bool
bNotifyRemovals
If true, this component will generate removal events that other systems may subscribe to.
bool
bNotifyTrailing
If true, this component will generate trailing events that other systems may subscribe to.
bool
bOverrideCustomRenderer
If true, CustomRendererType will be used.
bool
bShowBoneColors
Display Bone Colors instead of assigned materials
bool
bStoreVelocities
If true, this component will save linear and angular velocities on its DynamicCollection.
bool
bUpdateNavigationInTick
bool
bUseRootProxyForNavigation
bool
bUseSizeSpecificDamageThreshold
Damage threshold for clusters at different levels.
FGeomComponentC...
CacheParameters
bool
CachePlayback
TObjectPtr<ACh...
ChaosSolverActor
Chaos RBD Solver override. Will use the world's default solver actor if null.
int32
ClusterGroupIndex
Maximum level for cluster breaks.
int32
CollisionGroup
TArray<FName>
CollisionProfilePerLevel
A per-level collision profile name.
TArray<FName>
CollisionProfilePerParticle
A per-particle collision profile name.
float
CollisionSampleFraction
Fraction of collision sample particles to keep
TObjectPtr<UGe...
CustomRenderer
A custom renderer object created from CustomRenderType.
TObjectPtr<UCl...
CustomRendererType
Custom class type that will be used to render the geometry collection instead of using the native rendering.
EDamageModelTyp...
DamageModel
Damage model to use for evaluating destruction.
FGeometryCollec...
DamagePropagationData
Data about how damage propagation shoudl behave.
TArray< float >
DamageThreshold
float
DesiredCacheTime
TArray< bool >
DisabledFlags
Mirrored from the proxy on a syncTManagedArrayRigidBodyIds;
bool
EnableClustering
int32
GravityGroupIndex
FVector
InitialAngularVelocity
TArray<TObject...
InitializationFields
ESimulationInit...
InitializationState
FVector
InitialLinearVelocity
EInitialVelocit...
InitialVelocityType
int64
LastAsyncPhysicsTickMs
The last time (in milliseconds) the async physics component tick fired.
int32
MaxClusterLevel
Maximum level for cluster breaks.
int32
MaxSimulatedLevel
The maximum level to create rigid bodies that could be simulated.
FNotifyGeometry...
NotifyGeometryCollectionPhysicsLoadingStateChange
FNotifyGeometry...
NotifyGeometryCollectionPhysicsStateChange
int32
NumParticlesAdded
EObjectStateTyp...
ObjectType
ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic.
FOnChaosBreakEv...
OnChaosBreakEvent
FOnChaosCrumbli...
OnChaosCrumblingEvent
FOnChaosPhysics...
OnChaosPhysicsCollision
FOnChaosRemoval...
OnChaosRemovalEvent
FOnGeometryColl...
OnGeometryCollectionPropertyChanged
FOnChaosBreakEv...
OnRootBreakEvent
Todo(chaos) remove when no longer necessary
FGeometryCollec...
RepData
int32
ReplicationAbandonAfterLevel
If replicating - the cluster level after which replication will not happen
int32
ReplicationMaxPositionAndVelocityCorrectionLevel
If replicating - the maximum level where clusters will have their position and velocity send over to the client for tracking and correcting When breaking, client will only receive the initial break velocity This helps save bandwidth where only the destruction state of the GC is to be replicated but the falling pieces do not need to be tracked precisely
TObjectPtr< con...
RestCollection
TArray< FTransf...
RestTransforms
Optional transforms to initialize scene proxy if difference from the RestCollection.
FGuid
RunTimeDataCollectionGuid
int32
VersionProcessed